Autor O'Neill, Jacki
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Documentos disponibles escritos por este autor (4)
Hacer una sugerencia Refinar búsqueda16th IFIP TC 13 International Conference, Mumbai, India, September 25–29, 2017, Proceedings, Part I / Bernhaupt, Regina ; Dalvi, Girish ; Joshi, Anirudha ; K. Balkrishan, Devanuj ; O'Neill, Jacki ; Winckler, Marco
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TÃtulo : 16th IFIP TC 13 International Conference, Mumbai, India, September 25–29, 2017, Proceedings, Part I Tipo de documento: documento electrónico Autores: Bernhaupt, Regina, ; Dalvi, Girish, ; Joshi, Anirudha, ; K. Balkrishan, Devanuj, ; O'Neill, Jacki, ; Winckler, Marco, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2017 Número de páginas: XXX, 544 p. 140 ilustraciones ISBN/ISSN/DL: 978-3-319-67744-6 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Palabras clave: Inteligencia artificial IngenierÃa Informática Computadoras y Educación IngenierÃa Informática y Redes InfografÃa Aplicaciones informáticas y de sistemas de información Interfaces de usuario e interacción persona-computadora Interfaces de usuario (sistemas informáticos) Red informática Application software La interacción persona-ordenador Educación Procesamiento de datos Ãndice Dewey: 5.437 Resumen: El conjunto de cuatro volúmenes LNCS 10513—10516 constituye las actas de la 16.ª Conferencia Internacional IFIP TC 13 sobre Interacción Humano-Computadora, INTERACT 2017, celebrada en Mumbai, India, en septiembre de 2017. El total de 68 artÃculos presentados en estos libros fue cuidadosamente revisado y seleccionado entre 221 presentaciones. Las contribuciones están organizadas en secciones temáticas denominadas: Parte I: diseño adaptativo y aplicaciones móviles; envejecimiento y discapacidades; tecnologÃa de asistencia para usuarios ciegos; participación de la audiencia; estudios de codiseño; diferencias culturales y tecnologÃa de la comunicación; Justificación del diseño y control de la cámara. Parte II: inclusión digital; juegos; percepción, cognición y comportamiento humanos; información bajo demanda, en movimiento e interacción gestual; interacción en el lugar de trabajo; interacción con los niños. Parte III: comunicación mediada en salud; métodos y herramientas para la evaluación de la interfaz de usuario; interacción multitáctil; nuevas técnicas de interacción; personalización y visualización; tecnologÃa persuasiva y rehabilitación; y apuntar y seleccionar objetivos. . Nota de contenido: Adaptive design and mobile applications -- A Minimalist Approach for Identifying Affective States for Mobile Interaction Design -- Automatic Generation of User Interface Layouts for Alternative Screen Orientations -- Defining Gestural Interactions for Large Vertical Touch Displays -- MyCarMobile: A travel assistance emergency mobile app for deaf people -- Touch Shadow Interaction and Continuous Directional User Interface for Smartphone -- Aging and disabilities -- Age-related effects of task difficulty on the semantic relevance of query reformulations -- Could People with Stereo-deficiencies Have a Rich 3D Experience Using HMDs -- How Older People Who Have Never Used Touchscreen Technology Interact with a Tablet -- MeViTa: Interactive Visualizations to Help Older Adults with their Medication Intake using a Camera-Projector System -- Assistive technology for blind users -- Blind FLM: An Enhanced Keystroke-Level Model for Visually Impaired Smartphone Interaction -- Comparing Two Approaches of Tactile Zooming on a Large Pin-matrix Device -- Improve the Accessibility of Tactile Charts -- Investigations on Laterotactile Braille Reading -- Performance of Accessible Gesture-based Indic Keyboard -- Audience engagement -- Designing Collaborative Co-located Interaction for an Artistic Installation -- Designing Interactive Technologies for Interpretive Exhibitions: Enabling Teen Participation Through User-Driven Innovation -- Haunting Space, Social Interaction in a Large-Scale Media Environment -- In-the-moment and beyond: Combining post-hoc and real time data for the study of audience perception of electronic music performance -- Piano Staircase: Exploring Movement-based Meaning Making in Interacting with Ambient Media -- Co-design studies -- A Co-design Study of Digital Service Ideas in the Bus Context -- Designing for Financial Literacy: Co-Design with Children in Rural Sri Lanka -- Everyday Creative Uses of Smartphone Images in Biomedical Engineering Laboratories -- Towards Participatory Prototyping with Older Adults with and without Cognitive Impairment: Challenges and Lessons Learned.-Using Critical Incidents in Workshops to Inform eHealth Design -- Cultural differences and communication technology -- A Confucian Look at Internet Censorship in China -- A Cross-Cultural Noticeboard for a Remote Community: Design, Deployment, and Evaluation -- Culturally Informed Notions of Mobile Context Awareness - Lessons Learned from User-Centred Exploration of Concepts of Context and Context Awareness -- How do you want your chatbot? An exploratory Wizard-of-Oz study with young, urban Indians -- Design rationale and camera-control -- Capturing Design Decision Rationale with Decision Cards -- Coping with Design Complexity: A Conceptual Framework for Design Alternatives and Variants -- Identifying the Interplay of Design Artifacts and Decisions in Practice: A Case Study -- On the Effects of Progressive Reduction as Adaptation Strategy for a Camera-based Cinematographic User Interface -- You'veGot the Moves, We've Got the Motion -Understanding and Designing for Cinematographic Camera Motion Control. En lÃnea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i 16th IFIP TC 13 International Conference, Mumbai, India, September 25–29, 2017, Proceedings, Part I [documento electrónico] / Bernhaupt, Regina, ; Dalvi, Girish, ; Joshi, Anirudha, ; K. Balkrishan, Devanuj, ; O'Neill, Jacki, ; Winckler, Marco, . - 1 ed. . - [s.l.] : Springer, 2017 . - XXX, 544 p. 140 ilustraciones.
ISBN : 978-3-319-67744-6
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Palabras clave: Inteligencia artificial IngenierÃa Informática Computadoras y Educación IngenierÃa Informática y Redes InfografÃa Aplicaciones informáticas y de sistemas de información Interfaces de usuario e interacción persona-computadora Interfaces de usuario (sistemas informáticos) Red informática Application software La interacción persona-ordenador Educación Procesamiento de datos Ãndice Dewey: 5.437 Resumen: El conjunto de cuatro volúmenes LNCS 10513—10516 constituye las actas de la 16.ª Conferencia Internacional IFIP TC 13 sobre Interacción Humano-Computadora, INTERACT 2017, celebrada en Mumbai, India, en septiembre de 2017. El total de 68 artÃculos presentados en estos libros fue cuidadosamente revisado y seleccionado entre 221 presentaciones. Las contribuciones están organizadas en secciones temáticas denominadas: Parte I: diseño adaptativo y aplicaciones móviles; envejecimiento y discapacidades; tecnologÃa de asistencia para usuarios ciegos; participación de la audiencia; estudios de codiseño; diferencias culturales y tecnologÃa de la comunicación; Justificación del diseño y control de la cámara. Parte II: inclusión digital; juegos; percepción, cognición y comportamiento humanos; información bajo demanda, en movimiento e interacción gestual; interacción en el lugar de trabajo; interacción con los niños. Parte III: comunicación mediada en salud; métodos y herramientas para la evaluación de la interfaz de usuario; interacción multitáctil; nuevas técnicas de interacción; personalización y visualización; tecnologÃa persuasiva y rehabilitación; y apuntar y seleccionar objetivos. . Nota de contenido: Adaptive design and mobile applications -- A Minimalist Approach for Identifying Affective States for Mobile Interaction Design -- Automatic Generation of User Interface Layouts for Alternative Screen Orientations -- Defining Gestural Interactions for Large Vertical Touch Displays -- MyCarMobile: A travel assistance emergency mobile app for deaf people -- Touch Shadow Interaction and Continuous Directional User Interface for Smartphone -- Aging and disabilities -- Age-related effects of task difficulty on the semantic relevance of query reformulations -- Could People with Stereo-deficiencies Have a Rich 3D Experience Using HMDs -- How Older People Who Have Never Used Touchscreen Technology Interact with a Tablet -- MeViTa: Interactive Visualizations to Help Older Adults with their Medication Intake using a Camera-Projector System -- Assistive technology for blind users -- Blind FLM: An Enhanced Keystroke-Level Model for Visually Impaired Smartphone Interaction -- Comparing Two Approaches of Tactile Zooming on a Large Pin-matrix Device -- Improve the Accessibility of Tactile Charts -- Investigations on Laterotactile Braille Reading -- Performance of Accessible Gesture-based Indic Keyboard -- Audience engagement -- Designing Collaborative Co-located Interaction for an Artistic Installation -- Designing Interactive Technologies for Interpretive Exhibitions: Enabling Teen Participation Through User-Driven Innovation -- Haunting Space, Social Interaction in a Large-Scale Media Environment -- In-the-moment and beyond: Combining post-hoc and real time data for the study of audience perception of electronic music performance -- Piano Staircase: Exploring Movement-based Meaning Making in Interacting with Ambient Media -- Co-design studies -- A Co-design Study of Digital Service Ideas in the Bus Context -- Designing for Financial Literacy: Co-Design with Children in Rural Sri Lanka -- Everyday Creative Uses of Smartphone Images in Biomedical Engineering Laboratories -- Towards Participatory Prototyping with Older Adults with and without Cognitive Impairment: Challenges and Lessons Learned.-Using Critical Incidents in Workshops to Inform eHealth Design -- Cultural differences and communication technology -- A Confucian Look at Internet Censorship in China -- A Cross-Cultural Noticeboard for a Remote Community: Design, Deployment, and Evaluation -- Culturally Informed Notions of Mobile Context Awareness - Lessons Learned from User-Centred Exploration of Concepts of Context and Context Awareness -- How do you want your chatbot? An exploratory Wizard-of-Oz study with young, urban Indians -- Design rationale and camera-control -- Capturing Design Decision Rationale with Decision Cards -- Coping with Design Complexity: A Conceptual Framework for Design Alternatives and Variants -- Identifying the Interplay of Design Artifacts and Decisions in Practice: A Case Study -- On the Effects of Progressive Reduction as Adaptation Strategy for a Camera-based Cinematographic User Interface -- You'veGot the Moves, We've Got the Motion -Understanding and Designing for Cinematographic Camera Motion Control. En lÃnea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i 16th IFIP TC 13 International Conference, Mumbai, India, September 25–29, 2017, Proceedings, Part III / Bernhaupt, Regina ; Dalvi, Girish ; Joshi, Anirudha ; K. Balkrishan, Devanuj ; O'Neill, Jacki ; Winckler, Marco
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TÃtulo : 16th IFIP TC 13 International Conference, Mumbai, India, September 25–29, 2017, Proceedings, Part III Tipo de documento: documento electrónico Autores: Bernhaupt, Regina, ; Dalvi, Girish, ; Joshi, Anirudha, ; K. Balkrishan, Devanuj, ; O'Neill, Jacki, ; Winckler, Marco, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2017 Número de páginas: XXX, 546 p. 143 ilustraciones ISBN/ISSN/DL: 978-3-319-67687-6 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Palabras clave: Procesamiento de datos Inteligencia artificial Computadoras y Educación IngenierÃa Informática y Redes InfografÃa Aplicaciones informáticas y de sistemas de información Educación Red informática IngenierÃa Informática Application software La interacción persona-ordenador Interfaces de usuario (sistemas informáticos) Interfaces de usuario e interacción persona-computadora Ãndice Dewey: 5.437 Resumen: El conjunto de cuatro volúmenes LNCS 10513—10516 constituye las actas de la 16.ª Conferencia Internacional IFIP TC 13 sobre Interacción Humano-Computadora, INTERACT 2017, celebrada en Mumbai, India, en septiembre de 2017. El total de 68 artÃculos presentados en estos libros fue cuidadosamente revisado y seleccionado entre 221 presentaciones. Las contribuciones están organizadas en secciones temáticas denominadas: Parte I: diseño adaptativo y aplicaciones móviles; envejecimiento y discapacidades; tecnologÃa de asistencia para usuarios ciegos; participación de la audiencia; estudios de codiseño; diferencias culturales y tecnologÃa de la comunicación; Justificación del diseño y control de la cámara. Parte II: inclusión digital; juegos; percepción, cognición y comportamiento humanos; información bajo demanda, en movimiento e interacción gestual; interacción en el lugar de trabajo; interacción con los niños. Parte III: comunicación mediada en salud; métodos y herramientas para la evaluación de la interfaz de usuario; interacción multitáctil; nuevas técnicas de interacción; personalización y visualización; tecnologÃa persuasiva y rehabilitación; y apuntar y seleccionar objetivos. Nota de contenido: Mediated communication in eHealth -- Co-designing a mHealth application for self-management of cystic fibrosis -- Even when Icons are Not Worth a Thousand Words They are Helpful in Designing Asthma mHealth Tools -- Keeping Children Safe Online: Understanding the Concerns of Carers of Children with Autism -- Mediating Interaction between Healthcare Professionals and Patients with a Dual-Sided Tablet -- Stimulating Conversations in Residential Care through Technology-mediated Reminiscence -- Viability of Magazines for Stimulating Social Interactions in Nursing Homes -- Methods and tools for user interface evaluation -- A Model to Compute Webpage Aesthetics Quality based on Wireframe Geometry -- Bringing Worth Maps a step further: A dedicated Online-Resource -- Extending Mobile App Analytics for Usability Test Logging -- NexP: A Beginner Friendly Toolkit for Designing and Conducting Controlled Experiments -- UX Metrics: Deriving Country-Specific Usage Patterns of a Website Plug-in From Web Analytics -- Multitouch interaction -- An Observational Study of Simultaneous and Sequential Interactions in Co-located Collaboration -- Dynamic UI Adaptations for One-Handed Use of Large Mobile Touchscreen Devices -- Horizontal vs. Vertical: How the Orientation of a Large Interactive Surface Impacts Collaboration in Multi-Surface Environments.-Investigating Notifications and Awareness for Multi-user Multi-touch Tabletop Displays -- New interaction techniques -- Comfort: A Coordinate of User Experience in Interactive Built Environments -- Designing Smart Shoes for Obstacle Detection: Empowering Visually Challenged Users through ICT -- Effects of Haptic Feedback in Dual-Task Teleoperation of a Mobile Robot -- Effects of Human Cognitive Differences on Interaction and Visual Behavior in Graphical User Authentication -- Pupil-Assisted Target Selection (PATS) -- Personalisation and visualisation -- Grab 'n' Drop: User Configurable Toolglasses -- Shelves: A User-defined Block Management Tool for Visual ProgrammingLanguages -- Text Priming - Effects of Text Visualizations on Readers Prior to Reading -- The Panta Rhei: Modernizing the Marquee -- Your Data, Your Vis: Personalizing Personal Data Visualizations -- Persuasive technology and rehabilitation -- A Technology for Prediction and Prevention of Freezing of Gait (FOG) in Individuals with Parkinson Disease -- Designing User Interfaces in Emotionally-sensitive Applications -- iKnowU – Exploring the Potential of Multimodal AR Smart Glasses for the Decoding and Rehabilitation of Face Processing in Clinical Populations -- Personalized Persuasion in Online Advertisements: A Case Study of a Micro-Funding Website -- FIT Decision Aid: Matching the Needs of People with Dementia and Caregivers with Products and Services.-Perswedo: Introducing Persuasive Principles into the Creative Design Process through a Design Card-Set -- Towards the Applicability of NAO Robot for Children with Autism in Pakistan -- Pointing and target selection -- Dynamics of Pointing with Pointer Acceleration -- How can Adding a Movement Improve Target Acquisition Efficacy -- Information-Theoretic Analysis of Human Performance for Command Selection -- One Fitts' Law, Two Metrics -- Towards Pupil-Assisted Target Selection in Natural Settings: Introducing an On-screen Keyboard. . En lÃnea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i 16th IFIP TC 13 International Conference, Mumbai, India, September 25–29, 2017, Proceedings, Part III [documento electrónico] / Bernhaupt, Regina, ; Dalvi, Girish, ; Joshi, Anirudha, ; K. Balkrishan, Devanuj, ; O'Neill, Jacki, ; Winckler, Marco, . - 1 ed. . - [s.l.] : Springer, 2017 . - XXX, 546 p. 143 ilustraciones.
ISBN : 978-3-319-67687-6
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Palabras clave: Procesamiento de datos Inteligencia artificial Computadoras y Educación IngenierÃa Informática y Redes InfografÃa Aplicaciones informáticas y de sistemas de información Educación Red informática IngenierÃa Informática Application software La interacción persona-ordenador Interfaces de usuario (sistemas informáticos) Interfaces de usuario e interacción persona-computadora Ãndice Dewey: 5.437 Resumen: El conjunto de cuatro volúmenes LNCS 10513—10516 constituye las actas de la 16.ª Conferencia Internacional IFIP TC 13 sobre Interacción Humano-Computadora, INTERACT 2017, celebrada en Mumbai, India, en septiembre de 2017. El total de 68 artÃculos presentados en estos libros fue cuidadosamente revisado y seleccionado entre 221 presentaciones. Las contribuciones están organizadas en secciones temáticas denominadas: Parte I: diseño adaptativo y aplicaciones móviles; envejecimiento y discapacidades; tecnologÃa de asistencia para usuarios ciegos; participación de la audiencia; estudios de codiseño; diferencias culturales y tecnologÃa de la comunicación; Justificación del diseño y control de la cámara. Parte II: inclusión digital; juegos; percepción, cognición y comportamiento humanos; información bajo demanda, en movimiento e interacción gestual; interacción en el lugar de trabajo; interacción con los niños. Parte III: comunicación mediada en salud; métodos y herramientas para la evaluación de la interfaz de usuario; interacción multitáctil; nuevas técnicas de interacción; personalización y visualización; tecnologÃa persuasiva y rehabilitación; y apuntar y seleccionar objetivos. Nota de contenido: Mediated communication in eHealth -- Co-designing a mHealth application for self-management of cystic fibrosis -- Even when Icons are Not Worth a Thousand Words They are Helpful in Designing Asthma mHealth Tools -- Keeping Children Safe Online: Understanding the Concerns of Carers of Children with Autism -- Mediating Interaction between Healthcare Professionals and Patients with a Dual-Sided Tablet -- Stimulating Conversations in Residential Care through Technology-mediated Reminiscence -- Viability of Magazines for Stimulating Social Interactions in Nursing Homes -- Methods and tools for user interface evaluation -- A Model to Compute Webpage Aesthetics Quality based on Wireframe Geometry -- Bringing Worth Maps a step further: A dedicated Online-Resource -- Extending Mobile App Analytics for Usability Test Logging -- NexP: A Beginner Friendly Toolkit for Designing and Conducting Controlled Experiments -- UX Metrics: Deriving Country-Specific Usage Patterns of a Website Plug-in From Web Analytics -- Multitouch interaction -- An Observational Study of Simultaneous and Sequential Interactions in Co-located Collaboration -- Dynamic UI Adaptations for One-Handed Use of Large Mobile Touchscreen Devices -- Horizontal vs. Vertical: How the Orientation of a Large Interactive Surface Impacts Collaboration in Multi-Surface Environments.-Investigating Notifications and Awareness for Multi-user Multi-touch Tabletop Displays -- New interaction techniques -- Comfort: A Coordinate of User Experience in Interactive Built Environments -- Designing Smart Shoes for Obstacle Detection: Empowering Visually Challenged Users through ICT -- Effects of Haptic Feedback in Dual-Task Teleoperation of a Mobile Robot -- Effects of Human Cognitive Differences on Interaction and Visual Behavior in Graphical User Authentication -- Pupil-Assisted Target Selection (PATS) -- Personalisation and visualisation -- Grab 'n' Drop: User Configurable Toolglasses -- Shelves: A User-defined Block Management Tool for Visual ProgrammingLanguages -- Text Priming - Effects of Text Visualizations on Readers Prior to Reading -- The Panta Rhei: Modernizing the Marquee -- Your Data, Your Vis: Personalizing Personal Data Visualizations -- Persuasive technology and rehabilitation -- A Technology for Prediction and Prevention of Freezing of Gait (FOG) in Individuals with Parkinson Disease -- Designing User Interfaces in Emotionally-sensitive Applications -- iKnowU – Exploring the Potential of Multimodal AR Smart Glasses for the Decoding and Rehabilitation of Face Processing in Clinical Populations -- Personalized Persuasion in Online Advertisements: A Case Study of a Micro-Funding Website -- FIT Decision Aid: Matching the Needs of People with Dementia and Caregivers with Products and Services.-Perswedo: Introducing Persuasive Principles into the Creative Design Process through a Design Card-Set -- Towards the Applicability of NAO Robot for Children with Autism in Pakistan -- Pointing and target selection -- Dynamics of Pointing with Pointer Acceleration -- How can Adding a Movement Improve Target Acquisition Efficacy -- Information-Theoretic Analysis of Human Performance for Command Selection -- One Fitts' Law, Two Metrics -- Towards Pupil-Assisted Target Selection in Natural Settings: Introducing an On-screen Keyboard. . En lÃnea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i Human-Computer Interaction - INTERACT 2017 / Bernhaupt, Regina ; Dalvi, Girish ; Joshi, Anirudha ; K. Balkrishan, Devanuj ; O'Neill, Jacki ; Winckler, Marco
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TÃtulo : Human-Computer Interaction - INTERACT 2017 : 16th IFIP TC 13 International Conference, Mumbai, India, September 25-29, 2017, Proceedings, Part II Tipo de documento: documento electrónico Autores: Bernhaupt, Regina, ; Dalvi, Girish, ; Joshi, Anirudha, ; K. Balkrishan, Devanuj, ; O'Neill, Jacki, ; Winckler, Marco, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2017 Número de páginas: XXIX, 494 p. 143 ilustraciones ISBN/ISSN/DL: 978-3-319-67684-5 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Palabras clave: Aplicaciones informáticas y de sistemas de información Interfaces de usuario (sistemas informáticos) Inteligencia artificial Computadoras y Educación InfografÃa Interfaces de usuario e interacción persona-computadora Application software IngenierÃa Informática y Redes La interacción persona-ordenador Procesamiento de datos IngenierÃa Informática Red informática Educación Ãndice Dewey: 5.437 Resumen: El conjunto de cuatro volúmenes LNCS 10513—10516 constituye las actas de la 16.ª Conferencia Internacional IFIP TC 13 sobre Interacción Humano-Computadora, INTERACT 2017, celebrada en Mumbai, India, en septiembre de 2017. El total de 68 artÃculos presentados en estos libros fue cuidadosamente revisado y seleccionado entre 221 presentaciones. Las contribuciones están organizadas en secciones temáticas denominadas: Parte I: diseño adaptativo y aplicaciones móviles; envejecimiento y discapacidades; tecnologÃa de asistencia para usuarios ciegos; participación de la audiencia; estudios de codiseño; diferencias culturales y tecnologÃa de la comunicación; Justificación del diseño y control de la cámara. Parte II: inclusión digital; juegos; percepción, cognición y comportamiento humanos; información bajo demanda, en movimiento e interacción gestual; interacción en el lugar de trabajo; interacción con los niños. Parte III: comunicación mediada en salud; métodos y herramientas para la evaluación de la interfaz de usuario; interacción multitáctil; nuevas técnicas de interacción; personalización y visualización; tecnologÃa persuasiva y rehabilitación; y apuntar y seleccionar objetivos. . Nota de contenido: Digital inclusion -- Contextualizing ICT based Vocational Education for Rural Communities: Addressing Ethnographic Issues and Assessing Design Principles -- Enhancing Access to eLearning for People with Intellectual Disability: Integrating Usability with Learning -- Identifying support opportunities for foreign students: Disentangling language and non-language problems among a unique population -- PersonaBrowser Status Quo and Lessons learned from a Persona-Based Presentation Metaphor of WCAG -- Women in Crisis Situations: Empowering and Supporting Women through ICTs -- Games -- Effects of Image-Based Rendering and Reconstruction on Game Developers Efficiency, Game Performance, and Gaming Experience -- Exploring In-the-Wild Game-based Gesture Data Collection -- From Objective to Subjective Difficulty Evaluation in Video Games -- Improved Memory Elicitation in Virtual Reality: New Experimental Results and Insights -- Practice in Reality for Virtual Reality Games: Making Players Familiar and Confident with a Game -- Human perception, cognition and behaviour -- I Smell Creativity: Exploring the Effects of Olfactory and Auditory Cues to Support Creative Writing Tasks -- Night Mode, Dark Thoughts: Background Color Influences the Perceived Sentiment of Chat Messages -- Subjective usability, mental workload assessments and their impact on objective human performance -- What is user's perception of Naturalness? An Exploration of Natural User Experience -- Information on demand, on the move, and gesture interaction -- Presenting Information on the Driver's Demand on a Head-Up Display -- Seeing Through the Eyes of Heavy Vehicle Operators -- TrackLine: Refining touch-to-track Interaction for Camera Motion Control on Mobile Devices -- Understanding Gesture Articulations Variability -- Watching Your Back While Riding Your Bike: Designing for Preventive Self-Care During Motorbike Commuting -- Interaction at the workplace -- FeetForward: on Blending New Classroom Technologies into Secondary School Teachers' Routines -- Human-Building Interaction: When the machine becomes a building -- Investigating Wearable Technology for Fatigue Identification in the Workplace -- Leveraging Conversational Systems to assists New Hires during Onboarding -- RemindMe: Plugging a Reminder Manager into Email for Enhancing Workplace Responsiveness -- The Cost of Improved Overview: An analysis of the Use of Electronic Whiteboards in Emergency Departments -- Interaction with children -- An interactive elementary tutoring system for oral health education using an augmented approach -- Empowered and Informed: Participation of Children in HCI -- Gaze Awareness in Agent-Based Early-Childhood Learning Application -- Puffy: a Mobile Inflatable Interactive Companion for Children with Neurodevelopmental Disorder. En lÃnea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i Human-Computer Interaction - INTERACT 2017 : 16th IFIP TC 13 International Conference, Mumbai, India, September 25-29, 2017, Proceedings, Part II [documento electrónico] / Bernhaupt, Regina, ; Dalvi, Girish, ; Joshi, Anirudha, ; K. Balkrishan, Devanuj, ; O'Neill, Jacki, ; Winckler, Marco, . - 1 ed. . - [s.l.] : Springer, 2017 . - XXIX, 494 p. 143 ilustraciones.
ISBN : 978-3-319-67684-5
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Palabras clave: Aplicaciones informáticas y de sistemas de información Interfaces de usuario (sistemas informáticos) Inteligencia artificial Computadoras y Educación InfografÃa Interfaces de usuario e interacción persona-computadora Application software IngenierÃa Informática y Redes La interacción persona-ordenador Procesamiento de datos IngenierÃa Informática Red informática Educación Ãndice Dewey: 5.437 Resumen: El conjunto de cuatro volúmenes LNCS 10513—10516 constituye las actas de la 16.ª Conferencia Internacional IFIP TC 13 sobre Interacción Humano-Computadora, INTERACT 2017, celebrada en Mumbai, India, en septiembre de 2017. El total de 68 artÃculos presentados en estos libros fue cuidadosamente revisado y seleccionado entre 221 presentaciones. Las contribuciones están organizadas en secciones temáticas denominadas: Parte I: diseño adaptativo y aplicaciones móviles; envejecimiento y discapacidades; tecnologÃa de asistencia para usuarios ciegos; participación de la audiencia; estudios de codiseño; diferencias culturales y tecnologÃa de la comunicación; Justificación del diseño y control de la cámara. Parte II: inclusión digital; juegos; percepción, cognición y comportamiento humanos; información bajo demanda, en movimiento e interacción gestual; interacción en el lugar de trabajo; interacción con los niños. Parte III: comunicación mediada en salud; métodos y herramientas para la evaluación de la interfaz de usuario; interacción multitáctil; nuevas técnicas de interacción; personalización y visualización; tecnologÃa persuasiva y rehabilitación; y apuntar y seleccionar objetivos. . Nota de contenido: Digital inclusion -- Contextualizing ICT based Vocational Education for Rural Communities: Addressing Ethnographic Issues and Assessing Design Principles -- Enhancing Access to eLearning for People with Intellectual Disability: Integrating Usability with Learning -- Identifying support opportunities for foreign students: Disentangling language and non-language problems among a unique population -- PersonaBrowser Status Quo and Lessons learned from a Persona-Based Presentation Metaphor of WCAG -- Women in Crisis Situations: Empowering and Supporting Women through ICTs -- Games -- Effects of Image-Based Rendering and Reconstruction on Game Developers Efficiency, Game Performance, and Gaming Experience -- Exploring In-the-Wild Game-based Gesture Data Collection -- From Objective to Subjective Difficulty Evaluation in Video Games -- Improved Memory Elicitation in Virtual Reality: New Experimental Results and Insights -- Practice in Reality for Virtual Reality Games: Making Players Familiar and Confident with a Game -- Human perception, cognition and behaviour -- I Smell Creativity: Exploring the Effects of Olfactory and Auditory Cues to Support Creative Writing Tasks -- Night Mode, Dark Thoughts: Background Color Influences the Perceived Sentiment of Chat Messages -- Subjective usability, mental workload assessments and their impact on objective human performance -- What is user's perception of Naturalness? An Exploration of Natural User Experience -- Information on demand, on the move, and gesture interaction -- Presenting Information on the Driver's Demand on a Head-Up Display -- Seeing Through the Eyes of Heavy Vehicle Operators -- TrackLine: Refining touch-to-track Interaction for Camera Motion Control on Mobile Devices -- Understanding Gesture Articulations Variability -- Watching Your Back While Riding Your Bike: Designing for Preventive Self-Care During Motorbike Commuting -- Interaction at the workplace -- FeetForward: on Blending New Classroom Technologies into Secondary School Teachers' Routines -- Human-Building Interaction: When the machine becomes a building -- Investigating Wearable Technology for Fatigue Identification in the Workplace -- Leveraging Conversational Systems to assists New Hires during Onboarding -- RemindMe: Plugging a Reminder Manager into Email for Enhancing Workplace Responsiveness -- The Cost of Improved Overview: An analysis of the Use of Electronic Whiteboards in Emergency Departments -- Interaction with children -- An interactive elementary tutoring system for oral health education using an augmented approach -- Empowered and Informed: Participation of Children in HCI -- Gaze Awareness in Agent-Based Early-Childhood Learning Application -- Puffy: a Mobile Inflatable Interactive Companion for Children with Neurodevelopmental Disorder. En lÃnea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i Human-Computer Interaction – INTERACT 2017 / Bernhaupt, Regina ; Dalvi, Girish ; Joshi, Anirudha ; K. Balkrishan, Devanuj ; O'Neill, Jacki ; Winckler, Marco
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TÃtulo : Human-Computer Interaction – INTERACT 2017 : 16th IFIP TC 13 International Conference, Mumbai, India, September 25-29, 2017, Proceedings, Part IV Tipo de documento: documento electrónico Autores: Bernhaupt, Regina, ; Dalvi, Girish, ; Joshi, Anirudha, ; K. Balkrishan, Devanuj, ; O'Neill, Jacki, ; Winckler, Marco, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2017 Número de páginas: XXXIII, 545 p. 127 ilustraciones ISBN/ISSN/DL: 978-3-319-68059-0 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Palabras clave: InfografÃa Inteligencia artificial Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Application software IngenierÃa Informática Red informática Computadoras y Educación Procesamiento de datos Interfaces de usuario e interacción persona-computadora Aplicaciones informáticas y de sistemas de información IngenierÃa Informática y Redes Educación Ãndice Dewey: 5.437 Resumen: El conjunto de cuatro volúmenes LNCS 10513—10516 constituye las actas de la 16.ª Conferencia Internacional IFIP TC 13 sobre Interacción Humano-Computadora, INTERACT 2017, celebrada en Mumbai, India, en septiembre de 2017. El total de 68 artÃculos presentados en estos libros fue cuidadosamente revisado y seleccionado entre 221 presentaciones. Las contribuciones están organizadas en secciones temáticas denominadas: Parte I: diseño adaptativo y aplicaciones móviles; envejecimiento y discapacidades; tecnologÃa de asistencia para usuarios ciegos; participación de la audiencia; estudios de codiseño; diferencias culturales y tecnologÃa de la comunicación; Justificación del diseño y control de la cámara. Parte II: inclusión digital; juegos; percepción, cognición y comportamiento humanos; información bajo demanda, en movimiento e interacción gestual; interacción en el lugar de trabajo; interacción con los niños. Parte III: comunicación mediada en salud; métodos y herramientas para la evaluación de la interfaz de usuario; interacción multitáctil; nuevas técnicas de interacción; personalización y visualización; tecnologÃa persuasiva y rehabilitación; y apuntar y seleccionar objetivos. Parte IV: seguridad y confianza; innovación en diseño y redes sociales; Adopción de UX en las organizaciones; realidad virtual y sensación de inmersión; estudios de caso; cursos; manifestaciones; carteles interactivos; viajes al campo. Nota de contenido: Security and trust -- Coping with Accessibility Challenges for Security - A User Study with Blind Smartphone Users.-Effects of Uncertainty and Cognitive Load on User Trust in Predictive Decision Making -- Modelling Trust: An Empirical Assessment.-Towards Understanding the Infuence of Personality on Mobile App Permission Settings -- Social media and design innovation -- 10 Design Themes for Creating 3D Printed Physical Representations of Physical Activity Data -- Breathing Friend: Tackling Stress through Portable Tangible Breathing Artifact -- Citizen Tagger: Exploring social tagging of conversational audio -- Exploring Offline Context and Consciousness in Everyday Social Media Use -- Special Digital Monies: The Design of Alipay and WeChat Wallet for Mobile Payment Practices in China -- UX adoption in the organizations -- Active Involvement of Software Developers in Usability Engineering: Two Small-Scale Case Studies -- Adoption of UX Evaluation in Practice: An Action Research Study in a SoftwareOrganization -- Empowering Project Managers in Enterprises - A Design Thinking approach to manage Commercial Projects -- Learning HCI Across Institutions, Disciplines and Countries: A Field Study of Cognitive Styles in Analytical and Creative Tasks.-UX Professionals' Definitions of Usability and UX – A Comparison between Turkey, Finland, Denmark, France and Malaysia -- Virtual Reality and feeling of immersion -- Estimating Visual Discomfort in Head-Mounted Displays using Electroencephalography -- Experience Probes: Immersion and Reflection Between Reality and Virtuality -- Guidelines for Designing Interactive Omnidirectional Video Applications -- How Real is Unreal? The Impact of Visual Imagery on the Experience of Exercise-Induced Pain -- Increasing Presence in Virtual Reality with a Vibrotactile Grid around the Head -- User Experience and Immersion of Interactive Omnidirectional Videos in CAVE Systems and Head-Mounted Displays -- Case Studies -- A Digital Employability Marketplace -- Ability-based Optimization: Designing Smartphone Text Entry Interface for Older Adults -- Adoption of Structural Analysis Capabilities in an IOT based Scenario for Connected Assets. -Augmenting the Textbook for Enaction: Designing Media for Participatory Learning in Classrooms -- Connected by Design - Our learnings from designing digital profiler journeys IDFC Bank Digital Experience -- Design and Development of a Location-Based Social Networking Mobile Application -- Design guidelines for exploring relationships in a connected big data environment -- esigning Interactive Spatiotemporal Visualizations to Enhance Movie Browsing -- Enterprise Software Experience Design: Journey and lessons -- Expectation and experience: Passenger acceptance of autonomous public transportation vehicles -- From Minutes of Meeting to 'Memories of Meeting' - How we designed impactful and engaging Visual MoM for Client Visit -- Leveraging Virtual Trips in Google Expeditions to Elevate Students' Social Exploration -- On the design and evaluation of Nippon Paint Color Visualizer application – a case study -- Courses -- Design of location-based mobile games: introduction -- Designing and Assessing Interactive Systems Using Task Models -- Designing for Accessibility -- Designing Valuable Products with Design Sprint -- Introduction to Service Design for Digital Health -- The Science behind User Experience Design -- Demonstrations -- Coaching Compliance: A Tool for Personalized e-Coaching in Cardiac Rehabilitation. -Inclusive Side-scrolling Action Game Securing Accessibility for Visually Impaired People -- Little Bear – A Gaze Aware Learning Companion for Early Childhood Learners -- ReRide A Platform to Explore Interaction with Personal Data Before, During, and After Motorcycle Commuting -- SoPhy: Smart Socks for Video Consultations of Physiotherapy -- Interactive posters -- BendSwipe: One Handed Target Zooming for Flexible Handheld Display -- Crowdsourcing of Accessibility Attributes on Sidewalk-based Geodatabase -- Dual-Mode User Interfaces for Web based Interactive 3D Virtual Environments Using Three.js -- Fine-grained Privacy Setting Prediction using a Privacy Attitude Questionnaire and Machine Learning -- Interactive Reading Using Low Cost Brain Computer Interfaces -- Investigating Control of Virtual Reality Snowboarding Simulator Using a Wii FiT Board -- Pragati - A Mobile Based Virtual Reality (VR) Platform to Train and Educate Community Health Workers -- Shifting from the Children to the Teens' Usability: Adapting a Gamified Experience of a Museum Tour.-TTracker: Using Finger Detection to Improve Touch Typing Training -- URetail: Privacy User Interfaces for Intelligent Retail Stores -- Versatile Classroom Management Solution for Teachers in Developing Countries -- Field Trips -- ICT Based Interventions for Anganwadi Healthcare Workers in Mumbai -- Investigating Perceptions of Personalization and Privacy in India -- IVR Wizard of OZ Field Experiment with Less-Literate Telecom Customers -- Modeling Less-literate User's Choices of Smartphone Authentication Modes -- Parental Perspectives Towards Education Technology in Low-Income Urban households -- Understanding Early Technology Adoption by the Emergent Older Adults in Dharavi -- Understanding The Informal Support Networks of Older Adults in India -- Workshops -- Beyond Computers: Wearables, Humans, And Things - WHAT! -- Cross Cultural Differences in Designing for Accessibility and Universal Design -- Dealing with Conflicting User Interface Properties in User-Centered Development Processes -- Designing Gestures for Interactive Systems: Towards Multicultural Perspective -- Designing Humor in Human Computer Interaction (HUMIC 2017) -- Human Work Interaction Design meets International Development -- Multimodality in Embodied Experience Design Embodied Experience Design -- Service Design Meets Design for Behaviour Change: Opportunities and Challenges -- Symposium on Asian HCI Research. En lÃnea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i Human-Computer Interaction – INTERACT 2017 : 16th IFIP TC 13 International Conference, Mumbai, India, September 25-29, 2017, Proceedings, Part IV [documento electrónico] / Bernhaupt, Regina, ; Dalvi, Girish, ; Joshi, Anirudha, ; K. Balkrishan, Devanuj, ; O'Neill, Jacki, ; Winckler, Marco, . - 1 ed. . - [s.l.] : Springer, 2017 . - XXXIII, 545 p. 127 ilustraciones.
ISBN : 978-3-319-68059-0
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Palabras clave: InfografÃa Inteligencia artificial Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Application software IngenierÃa Informática Red informática Computadoras y Educación Procesamiento de datos Interfaces de usuario e interacción persona-computadora Aplicaciones informáticas y de sistemas de información IngenierÃa Informática y Redes Educación Ãndice Dewey: 5.437 Resumen: El conjunto de cuatro volúmenes LNCS 10513—10516 constituye las actas de la 16.ª Conferencia Internacional IFIP TC 13 sobre Interacción Humano-Computadora, INTERACT 2017, celebrada en Mumbai, India, en septiembre de 2017. El total de 68 artÃculos presentados en estos libros fue cuidadosamente revisado y seleccionado entre 221 presentaciones. Las contribuciones están organizadas en secciones temáticas denominadas: Parte I: diseño adaptativo y aplicaciones móviles; envejecimiento y discapacidades; tecnologÃa de asistencia para usuarios ciegos; participación de la audiencia; estudios de codiseño; diferencias culturales y tecnologÃa de la comunicación; Justificación del diseño y control de la cámara. Parte II: inclusión digital; juegos; percepción, cognición y comportamiento humanos; información bajo demanda, en movimiento e interacción gestual; interacción en el lugar de trabajo; interacción con los niños. Parte III: comunicación mediada en salud; métodos y herramientas para la evaluación de la interfaz de usuario; interacción multitáctil; nuevas técnicas de interacción; personalización y visualización; tecnologÃa persuasiva y rehabilitación; y apuntar y seleccionar objetivos. Parte IV: seguridad y confianza; innovación en diseño y redes sociales; Adopción de UX en las organizaciones; realidad virtual y sensación de inmersión; estudios de caso; cursos; manifestaciones; carteles interactivos; viajes al campo. Nota de contenido: Security and trust -- Coping with Accessibility Challenges for Security - A User Study with Blind Smartphone Users.-Effects of Uncertainty and Cognitive Load on User Trust in Predictive Decision Making -- Modelling Trust: An Empirical Assessment.-Towards Understanding the Infuence of Personality on Mobile App Permission Settings -- Social media and design innovation -- 10 Design Themes for Creating 3D Printed Physical Representations of Physical Activity Data -- Breathing Friend: Tackling Stress through Portable Tangible Breathing Artifact -- Citizen Tagger: Exploring social tagging of conversational audio -- Exploring Offline Context and Consciousness in Everyday Social Media Use -- Special Digital Monies: The Design of Alipay and WeChat Wallet for Mobile Payment Practices in China -- UX adoption in the organizations -- Active Involvement of Software Developers in Usability Engineering: Two Small-Scale Case Studies -- Adoption of UX Evaluation in Practice: An Action Research Study in a SoftwareOrganization -- Empowering Project Managers in Enterprises - A Design Thinking approach to manage Commercial Projects -- Learning HCI Across Institutions, Disciplines and Countries: A Field Study of Cognitive Styles in Analytical and Creative Tasks.-UX Professionals' Definitions of Usability and UX – A Comparison between Turkey, Finland, Denmark, France and Malaysia -- Virtual Reality and feeling of immersion -- Estimating Visual Discomfort in Head-Mounted Displays using Electroencephalography -- Experience Probes: Immersion and Reflection Between Reality and Virtuality -- Guidelines for Designing Interactive Omnidirectional Video Applications -- How Real is Unreal? The Impact of Visual Imagery on the Experience of Exercise-Induced Pain -- Increasing Presence in Virtual Reality with a Vibrotactile Grid around the Head -- User Experience and Immersion of Interactive Omnidirectional Videos in CAVE Systems and Head-Mounted Displays -- Case Studies -- A Digital Employability Marketplace -- Ability-based Optimization: Designing Smartphone Text Entry Interface for Older Adults -- Adoption of Structural Analysis Capabilities in an IOT based Scenario for Connected Assets. -Augmenting the Textbook for Enaction: Designing Media for Participatory Learning in Classrooms -- Connected by Design - Our learnings from designing digital profiler journeys IDFC Bank Digital Experience -- Design and Development of a Location-Based Social Networking Mobile Application -- Design guidelines for exploring relationships in a connected big data environment -- esigning Interactive Spatiotemporal Visualizations to Enhance Movie Browsing -- Enterprise Software Experience Design: Journey and lessons -- Expectation and experience: Passenger acceptance of autonomous public transportation vehicles -- From Minutes of Meeting to 'Memories of Meeting' - How we designed impactful and engaging Visual MoM for Client Visit -- Leveraging Virtual Trips in Google Expeditions to Elevate Students' Social Exploration -- On the design and evaluation of Nippon Paint Color Visualizer application – a case study -- Courses -- Design of location-based mobile games: introduction -- Designing and Assessing Interactive Systems Using Task Models -- Designing for Accessibility -- Designing Valuable Products with Design Sprint -- Introduction to Service Design for Digital Health -- The Science behind User Experience Design -- Demonstrations -- Coaching Compliance: A Tool for Personalized e-Coaching in Cardiac Rehabilitation. -Inclusive Side-scrolling Action Game Securing Accessibility for Visually Impaired People -- Little Bear – A Gaze Aware Learning Companion for Early Childhood Learners -- ReRide A Platform to Explore Interaction with Personal Data Before, During, and After Motorcycle Commuting -- SoPhy: Smart Socks for Video Consultations of Physiotherapy -- Interactive posters -- BendSwipe: One Handed Target Zooming for Flexible Handheld Display -- Crowdsourcing of Accessibility Attributes on Sidewalk-based Geodatabase -- Dual-Mode User Interfaces for Web based Interactive 3D Virtual Environments Using Three.js -- Fine-grained Privacy Setting Prediction using a Privacy Attitude Questionnaire and Machine Learning -- Interactive Reading Using Low Cost Brain Computer Interfaces -- Investigating Control of Virtual Reality Snowboarding Simulator Using a Wii FiT Board -- Pragati - A Mobile Based Virtual Reality (VR) Platform to Train and Educate Community Health Workers -- Shifting from the Children to the Teens' Usability: Adapting a Gamified Experience of a Museum Tour.-TTracker: Using Finger Detection to Improve Touch Typing Training -- URetail: Privacy User Interfaces for Intelligent Retail Stores -- Versatile Classroom Management Solution for Teachers in Developing Countries -- Field Trips -- ICT Based Interventions for Anganwadi Healthcare Workers in Mumbai -- Investigating Perceptions of Personalization and Privacy in India -- IVR Wizard of OZ Field Experiment with Less-Literate Telecom Customers -- Modeling Less-literate User's Choices of Smartphone Authentication Modes -- Parental Perspectives Towards Education Technology in Low-Income Urban households -- Understanding Early Technology Adoption by the Emergent Older Adults in Dharavi -- Understanding The Informal Support Networks of Older Adults in India -- Workshops -- Beyond Computers: Wearables, Humans, And Things - WHAT! -- Cross Cultural Differences in Designing for Accessibility and Universal Design -- Dealing with Conflicting User Interface Properties in User-Centered Development Processes -- Designing Gestures for Interactive Systems: Towards Multicultural Perspective -- Designing Humor in Human Computer Interaction (HUMIC 2017) -- Human Work Interaction Design meets International Development -- Multimodality in Embodied Experience Design Embodied Experience Design -- Service Design Meets Design for Behaviour Change: Opportunities and Challenges -- Symposium on Asian HCI Research. En lÃnea: https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Link: https://biblioteca.umanizales.edu.co/ils/opac_css/index.php?lvl=notice_display&i

